Card Set Information
FIT product development final PART 4
The creation of a line or collection that is presented for sale during a specific time period
How many collections per year?
50s/60s = 2 lines per year
70s = 4 lines per year
80s/90s = 10-12 lines per year (3 spring, 3 fall, 1 summer, 2 holiday, + resort, etc)
Why does the customer want more product lines per year?
Consumer desire for constant change
Accessibility to trend information (via Internet)
Increased regional distinction
Faster product cycles
Product developer's goals and responsibilities
: the target consumer
: visualize new ideas and communicate concepts
: development of finished styles
Must share the critical eye of the target marget
Details (including graphics)
How does our line differ from the competition?
Does it hit a new market?
Does it fulfill a void in an existing market?
Is the line design-driven or price-driven?
Basics vs. fashion items
Fabric-driven or silhouette-driven?
Fit, function, or fashion, or can we integrate all of them?
Keep it directed (not too many different styles)
Bottoms- or tops-driven?
Pick an item or two to anchor the line
What categories do we need to cover?
How do we represent silhouettes?
Is our logo important?
Are we a graphics-driven line?
Types of graphics
Prints, embroideries, etc.
Size and location of graphics
: visual path the eye follows when viewing a garment
: basic shape of garment
: surface variations, fabrics
The overall outline of a garment
Created by the cut and construction of a garment
Can reveal or disguise the natural body contour (most flattering = hides least attractive feature and highlights most attractive)
How garment lines create LENGTH
Narrow center panel or button placket
Neck to hem closing
How garment lines create WIDTH
Widely spaced vertical lines
Large bold horizontal stripes
Large stripes, even vertical ones
Rhythm (unity or unified look)
Harmony (lines of a garment)
How lines and shapes divide the space, garment, or outfit into parts
Involves the relationship of one part/space compared to another, compared to the whole garment, and to the body
Uneven proportions/ratios are generally more interesting
Refers to how lines, shapes, colors, textures, and patterns are used to break up an area or space into parts
Can increase or decrease apparent visual weight
Can be symmetrical or asymmetrical
Both sides are EXACTLY the same (mirror image)
Gives a very solid and professional look
Aka "formal balance"
Tends to draw attention to a particular area
Aka "informal balance"
A dominant focal point in a garment or outfit created by the use of line, shape, color, texture, and/or pattern
A point for the eye to rest on for a period of time
An outfit without a dominant point of interest appears boring/unfinished
There can be TOO much emphasis = distracting, confusing
Refers to how attention is led around the garment or the outfit
Achieved when the lines, shapes, colors, textures, or patterns are arranged to lead the viewer's eye easily from one part of the garment to another
Rhythm by repetition
Repitition of line, shape, color, texture, or pattern within the design
: row of buttons, trim on collar and cuffs
Rhythm by gradation
Gradual change in lines, shapes, color values, or textures within a design
Degree of change must be SMALL so-as not to be choppy
Rhythm by radiation
Lines, shapes, colors, or textural folds inward or outward from a central point or area
Use of lines, shapes, colors, textures, and patterns with enough variety to avoid boredom, but not enough to create conflict
Balance of variety and unity
When the design has differences to create interest
A sense of completeness
When nothing is missing, left out, or undone
Time it takes from beginning the line development process to shipment of the styles to the retailer
Desire for more product lines = merchandisers must work to streamline the development process
How do we speed up the line development process?
Video conferencing (production & sales meetings)
Access to product information 24/7
Need to establish a creative environment for design team (might be different from that of the rest of the corporation)
Create smaller, designer-friendly area for cross-pollination of ideas
Methods for developing design ideas
Buying actual garments (for fit, fabric, detailing, construction...)
Collecting tear sheets > concept boards
Sketching design ideas (croquis & CAD)
Shows styles, colors, fabrics, and sizes
Based on project volume or desired SKU plan
Need to create sufficient design to meet projected sales
Balance for fashion content based on target market
Line plan advantages
A control method for designers
Breaks the creative process into smaller units
Breaks the line into price categories
Easy way to monitor the creative process
1) Fabrics selected
2) Color palette chosen
3) Silhouettes created
Created for each style
Includes a style #, fabric, colors, description, size range
Used for fit purposes & initial price idea
Produced in whatever fabric & color is available
Sets of patterns for each basic garment type produced by the company
Factory-produced using detailed spec sheet
Prototype process provides an opportunity for costing data
Merchandiser can use this data plus historical costing info to estimate costs for any given style
Styles may be dropped or revised based on pre-costing
Initital specs sent to factor for proto
Corrections based on proto samples then added to spec sheet
Product engineering - can we reduce cost by adjusting patterns?
Care labels - wash instructions, country of origin, fabric content, RN #
Detailed cost to manufacture a garment
Final line adoption
Point at which it is decided which styles will be a part of the line
Line is reviewed constantly throughout the development process